Watera is a spell available to level 30 Geomancers. The spell inflicts water-elemental damage in an area centered around the caster. The spell can only be purchased from Ledericus in Western Adoulin for 21,000 gil.

In the Zodiac versions, Watera is renamed Aquara(アクアラ, Akuara?), however it still retains Watera's effect from the original release. Also the offensive item, Water Mote was replaced by the Aquara Mote, giving player access to second tier of Water-elemental attack, but the animation remains the same as tier one Aqua.

Watera has been removed from the game, but can be obtained via third party tools. Serah, Noel, and Paradigm Pack allies can be given Watera despite having the water element being removed from the game.

XIV
Water II, known as Watera in the Japanese version, is an enemy ability used exclusively by the Water Sprite enemies fought during the "Trial by Water" level 15 Conjurer class quest. The ability deals water-elemental damage to all targets caught in the area marker surrounding the Water Sprite.

Watera is a moderate level Black Magic spell. The spell costs 3 AP to cast and it has a spell power of 10. It can only be used if the Watera Tome item is in the character's inventory. The spell can be purchased for 1,500 gil in Urbeth at night, Liberte after darkness floods the world, and in Spelvia.

A variation called Strong Watera can be used when two Psyched Up characters cast Watera during the same turn.

Dissidia012
Watera is a Bravery attack for Lightning. It fires a large orb of water that moves slowly and tracks the opponent, launching them into the air on contact. Watera can be used for 30 CP and needs 100 AP for mastery.

FFRK
Watera is a two star rank Black Magic ability. It deals moderate water-elemental magic damage to one target, it can initially be used two times and it can be honed to Rank 5. Watera can be created by using five Lesser Black Orbs, three Lesser Fire Orbs, three Lesser Ice Orbs, and 3000 gil.